#ifndef IMMEDIATE_GEOMETRY_H #define IMMEDIATE_GEOMETRY_H /*************************************************************************/ /* immediate_geometry.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "scene/3d/visual_instance.h" #include "scene/resources/mesh/mesh.h" class Texture; class ImmediateGeometry : public GeometryInstance { GDCLASS(ImmediateGeometry, GeometryInstance); RID im; //a list of textures drawn need to be kept, to avoid references // in RenderingServer from becoming invalid if the texture is no longer used List> cached_textures; bool empty; AABB aabb; protected: static void _bind_methods(); public: void begin(Mesh::PrimitiveType p_primitive, const Ref &p_texture = Ref()); void set_normal(const Vector3 &p_normal); void set_tangent(const Plane &p_tangent); void set_color(const Color &p_color); void set_uv(const Vector2 &p_uv); void set_uv2(const Vector2 &p_uv2); void add_vertex(const Vector3 &p_vertex); void end(); void clear(); void add_sphere(int p_lats, int p_lons, float p_radius, bool p_add_uv = true); virtual AABB get_aabb() const; virtual PoolVector get_faces(uint32_t p_usage_flags) const; ImmediateGeometry(); ~ImmediateGeometry(); }; #endif // IMMEDIATE_GEOMETRY_H